5 thoughts on “What is the development of e -sports?”

  1. At present, the main companies in the domestic e -sports industry are: Tencent Games, Perfect World, Netease Games, Huya Live, Douyu Live, E -sports Clubs include EDG Club, IG Club, RNG Club, We Club, etc.
    If this article core data: The market size of the e -sports industry
    1. The market size of my country's e -sports industry continues to increase
    In 2020, my country's e -sports industry grows reversely under the impact of the epidemic. According to the data provided by the ICBC and Gamma data, from 2016-2020, the e-sports industry in my country is growing year by year in terms of market size and user scale. In 2020, the market size of my country's e -sports industry achieved 136.557 billion yuan, an increase of 44.16%over 2019; the number of users was 488 million, an increase of 43 million people from 2019.
    This in my country's e -sports industry under the impact of the epidemic is mainly due to the epidemic period. During the epidemic, my country implements the policy of anti -epidemic resistance in the national house, so that people have more free time to entertain and increase the game of e -sports games. time.
    2. Policy promotes the development of my country's e -sports industry
    This policies have begun to attach importance to the development of the e -sports industry. Since 2015, my country has begun to attach importance to the development of the e -sports industry. In the "Interim Provisions on the Management of E -sports events", it has provided support and standardization for the development of the e -sports industry for the first time. Subsequently, in the "Thirteenth Five -Year Plan" of the development of the sports industry and the "Thirteenth Five -Year Plan of the Ministry of Culture", the Cultural Industry Development Plan has repeatedly put forward corresponding requirements for the development of e -sports.
    In June 2021, in the "Fourteenth Five -Year Plan" Cultural Industry Development Plan, it once again made a corresponding plan for e -sports, mentioning the integration and development of the e -sports and the game art industry. Encourage the development of immersive entertainment experience products. Driven by policies, my country's e -sports industry will continue to grow in the future.
    3. People concept change to promote the growth of the e -sports industry
    2003 E -sports was set up as 99 sports in my country. Then my country's e -sports players Li Xiaofeng won the international e -sports events in Singapore and Italy, respectively. The champion has attracted countless people's attention to the e -sports industry. Since then, the attitude of Chinese people has gradually changed from "not doing business" to "glory for the country". Some parents are not trying to oppose their children to play e -sports. Support children to choose e -sports majors during college, and cultivate to professional players horizontally.
    4. The development of e -sports professional settings encouraged the development of the e -sports industry
    . With my country's government's attention to e -sports and the transformation of people's concepts of e -sports, some universities in my country have launched e -sports majors, which aims to be aimed at the purpose of Cultivate e -sports players as real athletes to improve the professional ability of e -sports players.
    At present, well -known universities such as Nanjing Media Institute, Communication University of China, and Shanghai Sports University have all opened e -sports majors. The establishment of e -sports majors can encourage people to conduct e -sports activities to a certain extent and promote the development of the e -sports industry.
    It data refer to the "Analysis Report on the Planning and Investment Strategic Planning Planning Planning Planning Planning of the Chinese E -sports Industry Market Prospects and Investment Strategic Planning of the Foresight Industry Research Institute.

  2. E -sports is the intellectual confrontation movement between people carried out as sports equipment. Through exercise, you can exercise and improve the thinking ability, response ability, the ability to coordinate your heart and limbs, and cultivate the spirit of the team. It is a formal sports project in China. From the day of the birth of this project, people have received popularity. Among them, teenagers are even more enthusiastic and have a great negative impact on the learning of many teenagers. As a result, e -sports has attracted widespread attention. Everyone talks about their pros and cons. Today I will discuss this issue with you.
    The e -sports is not the same as online games, and it cannot be described in simple games. Like a certain sports, it also requires a lot of practice and hard training and high requirements for talent.
    The e -sports as an emerging industry has an inestimable impact on society. First, it has promoted economic growth. For example, in Japan, the United States, South Korea, e -sports has become a mature industry. And these industries have huge economic effects. In South Korea, e -sports has not only become the pillar industry of the country, but also the national technique of South Korea, tied with football and Go to one of the three major sports competitions in South Korea. The influence of this sport has a great impact and has strong development potential. In South Korea, e -sports has become a mature industry with an annual output value of RMB 4. billion, and at the same time has driven the rapid development of the construction of data network infrastructure, network factories, and electronic equipment. There are also some collective economy and private economy in China. The scale of the industry of e -sports will become larger and larger, and it will definitely become a new growth point for my country's sports industry and my country's economy. The second is to enable participants to get a brand new understanding of themselves in another aspect, and at the same time improve the comprehensive quality ability. E -sports is more like a new combination of the entertainment industry and the sports industry. It is essentially inseparable from the sports industry and traditional competitive competitions. It is a sports that emphasizes teamwork coordination. Each player participates in different positions and completes the competition. The attitudes and consciousness of mutual respect, mutual trust and mutual trust, sharing together, sharing together. Encourage each other when defeat, and constantly hone their minds in the event. During the competition, constantly surpassing, surpassing opponents, surpassing themselves, and the goal of the highest podium. According to relevant research reports, the formation of the main psychological problems of today's adolescents is not effective to release and communicate. E -sports can provide a good communication platform, integrate exchanges into hobbies, so that young people have a new communication platform to release their depression and excessive external pressure. While obtaining entertainment and relaxation, he can find goals and self -knowledge in another direction, to improve your own literacy, and also get a new self -knowledge. E -sports is a sports that needs to be judged and reacts. During the competition, players need to focus on the event, and make predictions on the event through all the information that they have, and make a rapid response in the face of the changing war situation, adjust their mentality and overall strategic tactics. Like competition and brainpower against the nature of poets. Some of the charm and sports of e -sports are similar. For example, an extreme anti -kill in the game will also make people bloody like a difficult movement in sports. Make the player's response ability and comprehensive use ability.
    The same, while this emerging industry has its benefits, it also has great disadvantages. First, e -sports brings great harm to human body and spirit. I remember once, I was fortunate to visit the training base of a professional team. They basically count the rooms in the game team, and the environment and facilities of the base are still very good. But when I asked their daily life of their professional players, I was really surprised. According to the staff, they are all a room a day set dozens of burgers or a few boxes of instant noodles and two or three barrels of water, and then stay in the room all day to train for more than ten hours. Staring at the computer screen for a long time, and this extremely unhealthy lifestyle can cause serious damage to the human body. And stay in the training room every day, do not read, do not read newspapers, do not hear the windows outside the window, and only play the training match. It will derail players from this era. This is very terrible to a room that is in the times of the times and the rapid development of the times, the rapid development of society, and the old and new. For five or six years of derailment with modern society, where do you go after retirement? The second is that students may be abandoned, and they may not be able to go astray to destroy their own. As an emerging occupation, this profession has great instability, and the degree of professionalization of e -sports is not high enough. Many professional players do not have a fixed income. In other words, gamers can be said to be zero -income before they officially entered the professional team or were hired by the live broadcast platform. And e -sports is a profession that requires high talents. Many teenagers have given up their studies with their dreams of becoming professional players, and they are soaked in Internet cafes all day. Once you fail because of insufficient talent, this student's future will be destroyed. And this project may become an excuse for some teenagers to play games. Students in the learning stage, the game is far greater than learning for their temptation. If the students' self -control is not strong enough, it is likely to paralyze their obsession with the game with their occupation as an excuse. Promoting this project may lead to a decline in the desire of the students' scientific and technological knowledge, which has a certain negative impact on China's future development.
    The e -sports is an emerging industry. Of course, this industry has its benefits and positive faces. And the same negative effects it can not be ignored. Is it a disadvantage to develop e -sports? This takes time test.

  3. After graduating from e -sports, there are five major development directions.
    (1) If you are very talented, consciousness and hand speed are completely up to standards, then you can be a professional player
    (2) If you are proficient in design, the scene details are clever, then you can consider The work of interface design, such as online game art, online game animation design, online game concept/story plot design, online game 3D design, online game character design, online game environment design, mobile game development, mobile game beauty workers and other work
    (3) If you are good at management and the team operations are invincible, then you can try to operate a club yourself to build your own team.
    (4) If you are familiar with the market and promote the planning, then you can do the work degraded.
    (5) If you have a strong ability to express and deal with it calmly, then you can be an event anchor.

  4. Because e -sports is an emerging industry, the employment and development prospects of e -sports are very broad, and there is a big gap in e -sports talents.

    The e -sports is still an emerging industry in China. There are relatively few people engaged in this area. Therefore, the demand for talents is relatively large. Many positions can be engaged, and the future of the future is very good.

  5. At present, the main companies in the domestic e -sports industry are: Tencent Games, Perfect World, Netease Games, Huya Live, Douyu Live, E -sports Clubs include EDG Club, IG Club, RNG Club, We Club, etc.
    If this article core data: The market size of the e -sports industry
    1. The market size of my country's e -sports industry continues to increase
    In 2020, my country's e -sports industry grows reversely under the impact of the epidemic. According to the data provided by the ICBC and Gamma data, from 2016-2020, the e-sports industry in my country is growing year by year in terms of market size and user scale. In 2020, the market size of my country's e -sports industry achieved 136.557 billion yuan, an increase of 44.16%over 2019; the number of users was 488 million, an increase of 43 million people from 2019.
    This in my country's e -sports industry under the impact of the epidemic is mainly due to the epidemic period. During the epidemic, my country implements the policy of anti -epidemic resistance in the national house, so that people have more free time to entertain and increase the game of e -sports games. time

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